// RoleFunctionList.h: interface for the CRoleFunctionList class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_ROLEFUNCTIONLIST_H__43ED4378_B4CF_4E10_BB15_53F5FA5A5799__INCLUDED_)
#define AFX_ROLEFUNCTIONLIST_H__43ED4378_B4CF_4E10_BB15_53F5FA5A5799__INCLUDED_
 
#pragma once 
 
#include "StructDefine.h"	// Added by ClassView

class CRoleFunctionList  
{
public:
	void AutoAttack();
	void PackSkill(sTree s);
	void sView(Skill* root);
	 int GetNearMonster(mTree* monster);
	void mView(mTree* root);
	int mRoot();
	void MoveTo(float x, float y, float z);
	void RefreashMonsterList();
	void GetCharInfo();
	void UseSkill(int iSID);
	CString ExIdToName();
	int sRoot();
	void Attack();
	void GetCharPose(pose* pos);
	void RefreashRoleBaseInfo();
	pose m_pos;
	CharSelf m_RoleInfo;
	CRoleFunctionList();
	virtual ~CRoleFunctionList();



private:
	BOOL CanAttack(const mTree&);
	void Turn(const mTree&);
};

#endif // !defined(AFX_ROLEFUNCTIONLIST_H__43ED4378_B4CF_4E10_BB15_53F5FA5A5799__INCLUDED_)
